Yeah it’s interesting how that only happens on rotation it seems like the further you are from the mirror the worse it gets too.
And yes I do the rendertarget on beginplay, of course, I’m not a complete imbecile.
This is my complete current iteration:
Material: https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/d/2/ad28622c3a874549009bb310536f2167f0d7e866.jpeg
Problems:
- When the player camera is rotated (doesn’t happen on panning) the reflection spazzes out
- Despite everything I’ve done to keep the render target aspect ratio consistent with the viewport resolution, the reflection is only 1:1 accurate compared to ‘proper’ mirrors when in fullscreen or in an aspect ratio that matches fullscreen. This seems to be an engine bug, and I can’t figure out a way around it.
- I am using the near clipping plane setting to hide objects between the scene capture and the mirror’s surface, however I couldn’t get the math for it right and eventually settled on configuring it to the highest value that doesn’t result in parts of the reflection being hidden (so a good value for the most extreme viewing angle); but because it needs to be adjusted based on viewing angle and can’t just be the actual distance between the scene capture and the closest part of the mirror, it can never actually be perfect. The closer you can get that multiply node to 1 without encountering problems, the better your results will be for this, but still this is kinda the #1 thing that limits the use cases for this type of mirror, since objects rendered between the scene capture and the mirror would show up in the reflection if they’re not within the near clipping plane’s range. The problem really is that the near clipping plane is facing the same way as the scene capture component and not the mirror surface plane. A solution to this (which glitchered is using) is to use global clip planes, but it comes at a hefty cost:
Another way would be to use a box collision in conjunction with hide actor components node to hide everything behind the mirror’s surface from the scene capture.
Edit: Apparently in the original post the mirror wouldn’t work from every angle, i’ve fixed it but it complicated the set relative location and rotation a little bit